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Archmage

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Screenshot of an Archmage.
Screenshot of an Archmage.
Archmage concept art.
Archmage concept art.
An Archmage's staff.
An Archmage's staff.

The Archmage is the support archetype role and primary spellcaster of the Shining Guard, the High Elf army. The Archmage specialises in alternately healing his allies, and raining down magical destruction onto his enemies. Archmages are some of the most proficient magic users in the Warhammer World, being able to use all the Winds of Magic at once, unlike Human wizards restricted to one. The Archmage is paired with the Greenskin's Goblin Shaman.

Contents

[edit] Career Overview

High Elf Archmages represent the mightiest of High Elf magic users and are among the most powerful spell casters in the world of WAR. They are easily recognized by their long, flowing, colored robes and beautifully crafted staffs. In combat, they drain the magical essence of their foes and use it to power their own fantastic spells. As opposed to Bright Wizards and other inferior spell casters, the Archmage is capable of controlling and manipulating not just one, but all of the Winds of Magic, channeling the different winds together as Qhaysh, or high magic.

In game play terms, the Archmage uses basic, Action Point-based spells that leave him strengthened, rather than weakened, upon their casting as is otherwise often the case with lesser magic users. As the Archmage casts these spells, he builds up increasingly stronger reserves of High Magic. This not only allows him to cast more powerful healing and protecting spells, but empowers every aspect of his being, including the casting of the lesser spells to the point of making them more potent, or instant.

[edit] Speciality

The Loremasters of Hoeth are capable of manipulating the winds of magic with a grace and subtlety that only comes with centuries of study. An Archmage does not waste the power he draws upon; instead he efficiently weaves the winds of magic into destructive spells conserving a small amount of arcane energy with each spell he casts. The Archmage can then draw upon this reserve of power to weave the most difficult spells of High Magic capable of leaving even the most terribly wounded warrior hale and hearty with nary a scar to show for it.

The Archmage is paired with the Goblin Shaman. The Archmage builds up to five points of High Magic through casting healing spells or damage spells. Healing spells will build High Magic Tranquility, while damage spells will build High Magic Force. Most healing spells gain a bonus from Force, while most damage spells gain a bonus from Tranquility. Once a spell is cast that uses Tranquility or Force, High Magic will be reset to zero. High Magic will either reduce the casting time of a spell by 20% per point of High Magic or increase the potency of instant spells by 5% per point of High Magic.

[edit] Masteries

The Archmage has three trees, each with a set of baseline abilities, Tactics, and Morale abilities. In addition, the Archmage can specialize into each path to receive additional abilities, Tactics, and Morale abilities. Specialization into a tree also improves the effectiveness of baseline career abilities.

[edit] Path of Isha

The Path of Isha is focused on restoring health and life to the Archmage's allies. A skilled Master of this path will be adept at weaving offensive magic in with his healing magic, greatly extending the efficiency of his beneficial spells.

Baseline Career Abilities

  • Healing Energy received at Level 1 - A spell that instantly heals the target for a small amount and also places a Heal over Time on the target.
  • Transfer Force received at Level 6 - A spell that places a small Damage over Time on a target, and heals the defensive target for all damage done.
  • Boon Of Hysh received at Level 8 - A three second casting single target healing spell that heals for a large amount.
  • Shield Of Saphery received at Level 14 - An instant cast spell which places a damage absorption bubble over a party member.
  • Blessing Of Isha received at Level 20 - A three second casting group heal.


Specialized Career Abilities

  • Balance Essence (5 points) - A spell that takes two seconds to cast and deals damage to the target, while healing the defensive target for the amount of damage done.
  • Funnel Essence (9 points) - A very potent channeled spell which heals the target once a second for three seconds.
  • Magical Infusion (13points) - A buff which increases all healing done to the target.

[edit] Path of Asuryan

The Path of Asuryan is primarily aimed at bringing forth the destructive side of the Winds of Magic. An Archmage who specializes in this path will become adept at raining down doom upon his foes, while simultaneously manipulating the flows of arcane power to fuel his healing magic as well.

Baseline Career Abilities

  • Radiant Lance received at Level 1 - A two second spell that deals damage to the target.
  • Law of Conductivity received at Level 2 - An instant damage over time spell.
  • Searing Touch received at level 5 - A channeled spell that lasts for six seconds, dealing damage every second.
  • Drain Magic received at level 9 - An instant spell which removes Action Points from the target and deals a small amount of damage.
  • Storm of Cronos received at level 30 - A spell which deals damage in a cone area in front of the caster and reduces spirit resistance of all in the damage area.

Specialized Career Abilities

  • Fury Of Asuryan (5 points) - An instant cast direct damage spell.
  • Feel the Winds (9 points) - An instant cast area of effect spell that reduces spirit resistance.
  • Cleansing Flare (13points) - A spell which knocks back all enemies around the target and does spirit damage to them.

[edit] Path of Vaul

The Path of Vaul is a subtle Mastery that focuses on both crippling the Archmage's enemies, and strengthening his allies. The specialist in this Mastery relies on cunning effects to lead his foes to an inevitable doom which they won't even realize is approaching until it's too late.

Baseline Career Abilities

  • Radiant Gaze received at Level 4 - An instant cast spell which does damage over time and lowers the target's chance to critically hit.
  • Prismatic Shield received at Level 7 - A buff which increases the resistance of everyone in the group.
  • Rain Lord received at Level 18 - An instant cast spell which reduces the strength, intelligence, and ballistics skill of all enemies within 30 feet of the target.
  • Law of Gold received at Level 35 - A quick casting spell which silences the target and does damage.
  • Dissipating Energies received at Level 40 - A spell which surrounds a groupmate in a shield which deals damage to all opponents within 30 yards of that player every 2 seconds.

Specialized Career Abilities

  • Scatter The Winds (5 points) - An instant cast spell which does damage and reduces healing received by the target by 50%.
  • Law Of Age (9 points) - An instant area of effect spell that reduces toughness of enemies.
  • Mistress Of The Marsh (13points) - A ground targeted AoE which snares enemies and reduces initiative.

[edit] Abilities

Some ability details have been revealed so far. Note - these are taken from an early stage of the game and are likely to change.

[edit] External Links

Paul Barnett's Archmage Career Video ( High / Low )


High Elves Shining Guard career options
Archmage Shadow Warrior Swordmaster White Lion
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